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IMPORTANT NOTE: Apart from Quest Atlantis, these virtual worlds do not have immediate educational applications that are likely to apply to your classroom. Second Life has some learning activities, but basically for adults, college level or higher. Moonworld is an example of a Second Life application -- that might be used at the high school level, though.

In general, these represent potential development to be useful in a classroom, although some do have educational material in them. If you wish to work in these areas, you will need to arrange to meet your students in the virtual world at a particular time and place. In some cases you may be able to arrange assignments within the Virtual World. In other cases, you may just be able to discuss assignments - using the virtual world as an enticement and practice for communication skills. Experiment with the virtual worlds. Some have limiters in terms of how broadly you can communicate with one another. Habbo is used by teens, Pora Ora and Jumpstart cater to younger children.
Quest Atlantis
QuestAtlantis.jpeg
Second Life
SecondLife.jpeg
MoonWorld
Moonworld.jpg
Habbo
Habbo.jpeg
Pora Ora
Pora-Ora-world.png
JumpStart
JumpStart.jpg


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